About Man-At-Arms II
From Steam WorkshopThe Man-At-Arms Mk 2 is a self sufficient, long range attack sub. It sports an experimental fissile cannon that enables hunting of both abyssal targets and enemy subs. The cannon consumes vast…
The Man-At-Arms Mk 2 is a self sufficient, long range attack sub. It sports an experimental fissile cannon that enables hunting of both abyssal targets and enemy subs. The cannon consumes vast amounts of power and must be maintained regularly. A combat capable shuttle docks to the top, which allows a coordinated team to scan for minerals, scout enemy positions, and support the ship in defending blind spots.
This sub is classified as a tier 3 attack.
Contains: Deconstructor, fabricator, medical fabricator and research station.
Features:
Combat shuttle - The Kestrel shuttle is a support craft with a full suite of capabilities meant to compliment its mother ship. Its pair of lasers are controlled by a single periscope that automatically swaps guns when changing aiming arcs, allowing for a minimally sized crew to have maximum impact in battle. The silent running mode enables the Kestrel to stealthily scout ahead and find larger targets without attracting attention, giving it the chance to drop depth charges or boarding pods on unsuspecting enemies. It has a moonpool style hatch so that crew can easily enter and exit, making this versatile shuttle indispensable in mineral extraction or ruin exploration. When it is docked to its mother it has a permission switch in the helm that will power it down so as to not drain power.
Experimental cannon - The fissile repeating cannon is a marvel of military engineering, and one such weapon has been affixed to the Man-At-Arms Mk II for field testing. The intention was to find a way to outfit a warship with weaponry that would not run out of ammunition like its kinetic counterparts; without sacrificing any firepower. The result is a gun that can threaten any target without needing any reloading. However, it comes with the downsides of requiring both a massive draw of power and needing constant maintenance when in use. Because of this, it requires permission from the helm to activate.
Magazine elevator - Engineering is connected directly to the ammunition magazine by way of a utility elevator, enabling crewmembers to reload the ammo stores and send back empty crates and shells efficiently. Crew will no longer need to lug individual shells by hand across multiple levels of this full-sized battleship. (Credit to NikoPie, creator of the Járngreipr, for this idea and the mechanics)
Battery bank recharge sequence - Four oversized batteries comprise the backup power bank for the ship. Each is dedicated to a different aspect of the ship so power can be reserved for critical functions. It contains a recharge sequence that, when started, will gradually ramp up the recharge rate of all batteries until they are at full recharge rate, and then gradually ramp them back down as they approach full charge. This avoids both undercharging and overloading the grid with a massive fluctuation of all the batteries at once. The bank can also be connected directly to the grid so none of them are reserved. Unpleasant Rant: [spoiler]Despite hours of meticulous wiring, having the batteries wired so that they can connect to the whole grid via a toggled relay causes a bug to occur whereby all the batteries drain when only one of them is supposed to be used. Even when the relays are off so that 3 out of the 4 batteries are disconnected, all four of them drain the same amount. Not only does this remove the ability to reserve a battery for different functions, it effectively multiplies the amount of power being drained. I don't recall this happening the first time I played with the sub a year ago and I don't know if there was an update to the game since there or if I simply never noticed it, but now as I go back and thoroughly test everything I cannot avoid this problem. For all the searching I've done for a fix the only answer I can find is that this is a limitation of the game engine. The only thing I can do is remove the ability to connect the array to the grid to preserve everything else I've made with it. It has both wasted my time and robbed you of the functionality I wanted to include.[/spoiler]
Point defense weapons - The two airlocks each have dedicated close range weapons to keep the entrances clear of smaller enemies. These are controlled from the security room where personnel can cover other crew members trying to make it back to the ship. When the larger weapons have been bypassed, these PDWs can reach the itch on the hull that the cannons can’t quite scratch.
Security surveillance - The security room has an array of cameras which permits crew to keep an eye on the comings and goings of key locations in the ship. From this central location a security officer can follow suspicious crew members as well as identify breaches and threats, all the while keeping tabs on any prisoners in the brig.
Drain system - Each section of the ship, (fore, mid and aft) has a manual drain switch that will open all internal doors and hatches in that section. The helm has the ability to open or close these drains so that one breached section can be repaired and drained while others stay sealed. The mid and aft drain into the bilge, while the fore drains directly into the ballast.
Sectioned ballast - The ballast tank has been segmented to minimize sinking risk from breaches. When one section has been pierced the others can drain to compensate. If needed, the helm has controls to override the ballast section doors and force them open.
Mineral dump - The upper airlock has a chute connected to the engineering bay where crew can drop off collected minerals or resources without having to lug them all the way through the ship. This greatly expedites any collections from mining or salvaging missions.
Highlights
From source dataFootprint
A 30 MB download, rated a light load on a server.
Last update
Its author last shipped an update 16 mo ago.
Man-At-Arms II on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- Barotrauma — 2 GB (2 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2025-06-29, released 2025-06-29, 30 MB
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 1 recorded build of Man-At-Arms II.
Run Man-At-Arms II on a Barotrauma server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogCreatures & NPCs
Adds or changes creatures, NPCs and how they behave.
Compatibility
- Game
- Barotrauma
- File size
- 30 MB
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-10-10Open ↗
- ✓AuthorQeqeneq, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
